Programmable Shaders December 25, 2006 RenderMan & Its Shading - - PDF document
Programmable Shaders December 25, 2006 RenderMan & Its Shading - - PDF document
Programmable Shaders December 25, 2006 RenderMan & Its Shading Language Key Idea of a Shading Language Image synthesis can be divided into two basic concerns Shape: Geometric Objects, Coordinates, Transformations, Hidden-Surface
Key Idea of a Shading Language
- Image synthesis can be divided into two
basic concerns
– Shape: Geometric Objects, Coordinates, Transformations, Hidden-Surface Methods… – Shading: Light, Surface, Material, Texture, …
- Control shading not only by adjusting
parameters and options, but by telling the shader what you want it to do directly in the form of a procedure
Pixar’s RenderMan
- Separation of Modeling and Rendering
– RenderMan serves as the interface.
- Scene = Shape + Shading
- The power of RenderMan is in the
shading part.
Example #1: Shape Description
#include <ri.h> RtPoint Square[4]={{.5,.5,.5},{.5,-.5,.5}, {-.5,-.5,.5},{-.5,.5,.5}}; Main(){ RiBegin(RI_NULL); RiWorldBegin(); RiSurface(“constant”, RI_NULL); RiPolygon(4, RI_P, (RtPointer)Square, RI_NULL); RiWorldEnd(); RiEnd(); }
Example #2: Shading
- Colorspheres.c in the BMRT/examples
folder.
Building and Running
- Must have the following:
– Header file: ri.h – Link library – A renderer
- The program generates a “RenderMan
Interface” file, but doesn’t render it
– So that you may pick a renderer that matches the graphics power of your machine.
Pixar’s RenderMan
Rman Geom Code cc Rman Program Rman Shader .sl Shader (slc) Byte-code Shader .slc RIB File .rib render Program (rendrib) TIFF image Rman texture Image File txmake
RenderMan Interface Spec
- Where do you find the meaning of the
arguments to those Ri…() functions?
– Check the spec! (available directly from Pixar). – Appendix G contains a quick reference.
http://www.pixar.com/renderman/developers_corner /rispec/rispec_pdf/RISpec3_2.pdf
Shading Language
- Many types of shaders are possible:
– Light source shaders – Surface shaders – Atmosphere shaders – Volume shaders…etc.
- We will discuss only the surface
shaders.
Shader Writing
- Global variables: (from Table 14.2 of
The RenderMan Companion book)
– Camera position, surface color/opacity, surface position/normal, texture coordinates…etc. – Must output: color of light from surface,
- pacity of surface.
- Many built-in operators (Table 14.4) and
functions (Ch.15, Tables 15.1-15.2).
Example: Plastic Surface
surface plastic (float Ka = 1, Kd = 0.5, Ks = 0.5, roughness = 0.1; color specularcolor = 1) { normal Nf = faceforward (normalize(N),I); Ci = Cs * (Ka*ambient() + Kd*diffuse(Nf)) + specularcolor * Ks*specular(Nf,-normalize(I),roughness); Oi = Os; Ci *= Oi; }
RenderMan’s Shader
- Phong shader
surface phong( float Ka = 1, Kd =1, Ks = 0.5; float roughness = 0.1; color specularcolor = 1; ) { normal Nf = faceforward( normalize(N), I ); vector V = -normalize(I); color C = 0; illuminance( P ) { vector R = 2*normalize(N)* (normalize(N) . normalize( L )) - normalize( L ); C += Ka*Cs + Kd*Cs*( normalize(N) . normalize(L) ) + Ks*specularcolor* pow(( R . V ), 10); } Ci = C*Cs; }
RenderMan’s Shader -2
- Attaching to the RIB file
*********** AttributeBegin Translate 0 -1.5 0 Rotate 20 0 0 1 Color [ 0.8 0.0 0.0 ] Surface "phong" "Ka" [.1] "Kd" [.8] "Ks" [1] "roughness" [0.1] "specularcolor" [1 1 1] Basis "bezier" 3 "bezier" 3 PatchMesh "bicubic" 13 "nonperiodic" 10 "nonperiodic" "P" [1.5 0 0 1.5 0.828427 0 0.828427 1.5 0 0 1.5 0 -0.828427 1.5 0 -1.5 0.828427 0 -1.5 0 0 -1.5 -0.828427 0 -0.828427 -1.5 0 0 -1.5 0 0.828427 -1.5 0 1.5 -0.828427 0 1.5 0 0 1.5 0 0.075 1.5 0.828427 0.075 0.828427 1.5 0.075 0 1.5 0.075 - 0.828427 1.5 0.075 -1.5 0.828427 0.075 -1.5 0 0.075
- 1.5 -0.828427 0.075 -0.828427 -1.5 0.075 0 -1.5
0.075 0.828427 -1.5 0.075 1.5 -0.828427 0.075 1.5 0 0.075 2 0 0.3 2 1.10457 0.3 1.10457 2 0.3 0 2 0.3 - 1.10457 **************
Gallery of Shaders
- Procedural textures: e.g., wood
- Bump mapping and displacement
mapping.
- For more, see Ch. 16 of The
RenderMan Companion
- See also the shaders and examples
folders of BMRT.
A Few Stories…
- The shader concept first appears in the
REYES paper.
- The programmable shader first appears in
graphics hardware in UNC’s PixelFlow [Olano97]. Many folks in the PixelFlow team are now at NVIDIA.
- The co-author of PBRT and the creator of
BMRT (Larry Gritz) were cofounders of Exluna
REYES
- From Cook et al. “The Reyes Image
Rendering Architecture” SIGGRAPH 87.
- Subdivide a surface into micropolygons.
BMRT
- A public-domain implementation of
Pixar Photorealistic RenderMan (PRMan).
- Three main components:
– Rendrib: the renderer – Rgl: quick rendering for preview – Slc: shading language compiler
Shading Languages for Graphics Hardware
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Bump Map Example
- Bump mapping simulates detail with a
surface normal that varies across a surface
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RenderMan Example
displacement lumpy ( float Km = 1, frequency = 1, maxoctaves = 6; string shadingspace = "shader"; float truedisp = 1;) { point Pshad = transform (shadingspace, frequency*P); float dPshad = filterwidthp(Pshad); float magnitude = fBm (Pshad, dPshad, maxoctaves, 2, 0.5); N = Displace (normalize(N), shadingspace, Km*magnitude, truedisp); }
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Cg Example
f2fb DiffuseBumpPS(v2f IN, uniform sampler2D DiffuseMap, uniform sampler2D NormalMap, uniform float4 bumpHeight) { f2fb OUT; float4 color = tex2D(DiffuseMap); //fetch base color //fetch bump normal float4 bumpNormal = expand(tex2D(NormalMap)) * bumpHeight; //expand iterated light vector to [-1,1] float4 lightVector = expand(passthrough(IN.LightVector)); //compute final color (diffuse + ambient) float4 bump = uclamp(dot3_rgba(bumpNormal.xyz, lightVector.xyz)); OUT.col = color * bump; return OUT; }
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